) can no longer hide characters affected by warrior's ability battle frenzy - pretty much self-explanatory.
) now increases critical chance of all abilities by 3% per ruby ( 15% with all 5 rubies ). - Before patch, each ruby gave a 20% increase in critical chance accumulating to a maximum of 100% increase in critical hit chances on all abilities. Following the new stat. point changes, luck atribute was removed from gear sets ( now only avaiable through relics ), making for a more balanced gear system.
) no longer increases chance to dodge. Now it reduces energy of Recoil, Somersault, Speed of the Damned & it's upgrade, Supernatural speed by 33/66/100%.
) now decreases incoming critical damage by 5/10/15 % and increases your Determination by 1/2/3 depending on the number of rubies taken.
) now increases magic, nature and divine resistances by 5%/10%.
) now increases parry chance by 5/10/15/20% . The increase to damage dealt by melee weapons will stay the same.
) rubies with will increase your Proficency by 3/6/9%.
) rubies with will increase your Vigor by 3/6/9%.
) rubies with will increase your Willpower by 4/8/12% ( along with the reduction of fear/disorientation/blind effects by 8/16/25% )
and its upgrade Intuitive Shot
- Deals ranged damage to a single target. Increase in ranks will result in more damage. Has a 30% chance of reseting your Double Shot skill ( see below ).
- The third and last skill from the Talent Tree grid that you can't avoid having at least rank 1 in it by design ( besides Vicious Blow and Steady Shot ). This post has been edited 13 times, last edit by "Bloodraven" (08.05.2014, 11:34)
- Shoots an arrow that will put a DOT on your target lasting for the next 12 seconds - can have a maximum of 3 stacks adding to a total of 36 seconds without reapplying the DOT.
- Shoots an arrow that applies "under the aim" effect on your target. Under the aim effect will increase your damage done to that target with Steady/Intuitive Shot, Double Shot & Incendiary Arrow by 15%. Can only be cast from a distance of at least 8 yards from the target.
- Throws a handfull of steel spikes on the ground in a 8/10/12 yard radious ( depending on rank ) that will knock enemies down if they move inside them. Increasing this skill will result in a wider range of the caltrops field. Cooldown 1 minute at all ranks.
- Invisibility skill. Renders you invisible for 8/10/12 seconds depending on the rank. While under invisibility your movement speed will be decreased, and casting any other ability will remove the invisibility effect .
and its upgrade Somersault
- Melee skill that allows you to jump away backwords from the direction of your target, stunning them.
- This skill is somewhat unique in the game, as increasing the rank of it will give you a new skill.
- Shoots an arrow that damages your target and all enemies in a 5 yard radious of your target.
- Shoots 5 arrows in rapid succession, each arrow damaging the target and increasing any knockdown effect on said target by 2 seconds
- Restores 12 energy and 1% mana to all party members every 30/15/8 seconds depending on what rank you take in this skill.
- Increases movement speed and decreases cast time. Decreases the cooldown and energy cost of all spells. While under the effect of Onslaught, all spells can be used while moving. Requires "Tears of the Dragon".This post has been edited 17 times, last edit by "Bloodraven" (08.05.2014, 09:58)

- A conical melee-range AoE. It only hits the targets in front of you. This skill deals decent damage, and was taken in my PVE ranged spec. for the extra AOE damage it provides.
- Increases the damage dealt to a target below 30% HP. Flat damage increase after your target is below 30%, very useful set of rubies.
- Passively increases Stamina and healing recieved by 5% per ruby ( total of 15% ).
- A physical DoT that ticks every two seconds. The duration increases if the enemy moves. It can be used at boss fights for added single target damage, especialy if the tank is required to move the boss.
- Increases the duration and damage of Ranging Fire effect. In addition it increases its cast time by 33% per ruby.
- Increases the damage dealt by Steady Shot and Solid Shot by 4% per ruby
- Increases the damage of Double Shot by 6% per ruby.
- Decreases the time needed for enchanting arrows. ( instant recast when all 3 rubies are taken ).
- Instantly grants you three arrows of each type. 2m cooldown.
- Increases the amount of arrows you can hold to 5 / 7.
- Increases the maximum range by 4 yards and damage of all abilities by 2% per ruby to a max. of 12 extra yards and 6% more damage.
- Increases the damage dealt by Incendiary and Tesla Shots.
- Increases the damage dealt by Rapid Fire.
- Decreases the energy cost of Double Shot.
- If Steady or Solid Shot resets the cooldown timer of Double Shot, you are refunded part of the energy cost.
- All targets inside the Caltrops will recieve aditional damage every 2 seconds they spend under the Caltrops effect.
- Shoots an arrow that paralyzes the target for 30 seconds. The aflicted target will get imunity to the arrow after the first 30 seconds are gone. Target must be at 95% HP or higher for the stun to take place. 30 s cooldown. This post has been edited 4 times, last edit by "Bloodraven" (08.05.2014, 10:49)

- Passively increases your energy regeneration rate. Stacks with Aura of Restoration.
- Your Lunge, Thrust, Steady Shot, and Solid Shot have a chance to apply a physical DoT to the target.
- Increases the chance of a critical hit of all skills by 3% per ruby ( 15% total ).
&
- First one increases your Proficiency, second one increases your Vigor. Both rubies are worth taking.
This post has been edited 7 times, last edit by "Bloodraven" (08.05.2014, 11:35)
The old stats were beyond easy to figure out nor was it hard to balance them. The no dodge is a bit of a blessing for some classes, but It makes it very had for scouts to fight the heavy hitters like warriors, it is still entirely possible to kill them but it makes it alittle more tricky, also with the fact that blade storm is nerfed, that was a huge downer for scouts, but I guess I can understand the reasoning to it. Scouts do some crazy damage output even as melee due to the new crit system. Somethings are better, some are worse. It's still about the same as last patch after changing the pros and consits a HUGE buff to scouts that you cannot miss any longer
i love that...
before it was always hard to get the right amount of expertise without neglecting the other stats![]()
It was never hard to balance expertise. I'll explain my ruby and talent choice later on especialy for my PvE spec and how the removal of dodge affects it.its a HUGE buff to scouts that you cannot miss any longer
i love that...
before it was always hard to get the right amount of expertise without neglecting the other stats![]()
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